2H weapon - attack skill and parry skills never more than 1 higher than the other

2)

May be used to thrust if player so states in declaration of intent

3)

May also be thrown. See Missile Weapons Table

4)

Only usable while mounted, and if mount is trotting or galloping. Use mount impact bonus. Mount must move at least 30 paces to use.

5)

May be shorter, but must be at least 7' long. Usable from second rank.

6)

Lunar hoplites and Yelmalion spearmen combine with Large Shield. When so used, shield is passive, counting as a separate five difficulty parry which must be overcome by the attack {in addition to any spear parry roll} and the shield gives the -1 to lethality, even if parry fails, bonus.

7)

Zero encumbrance.

8)

May be used to cut, if the player so states in declaration of intent.

Missile Weapons Table

Weapon

Lethality

Eff Range

Long Range

Enc

Culture

Note

Bow

1D8

90 paces

180 Paces

1

DH, They

1

Comp Bow

1D10

130 paces

260 paces

1

DH, Pent

2

Cross Bow

1D10

100 paces

200 paces

1

West, Kar

3

Dart

1D8

25 paces

50 paces

1/4

DH, Lunar

4

Javalin

1D10

25 paces

50 paces

1

DH, Lunar

4

Long Bow

1D10

130 paces

260 paces

1

They

2

Sling

1D10

90 paces

180 paces

1

Hs, Pel

5

Key

Cultures:

Kar-Karmanian

They=Theyalan

DH=Dara Happan

Lunar=New Pelorian

Uz=Troll

DH=Dara Happan, Shargash only

Notes

1)

Does not include quiver and arrows, 2 enc with quiver

2)

Does not include quiver and arrows, 2 enc with quiver; +1 difficulty level if shot in both first and last archery phases.

3)

Shoots only once per round, in second archery phase, unless prepared before combat takes place; then first shot only in first archery. Add 1 to encumbrance for 12 bolts.

4)

May be thrown, in first archery phase, while carrying a shield and closing. Does not count as an action.

5)

Blunt weapon. Shoots only once per round, in second archery phase.

Chaotic Features Table

Roll

Feature

Effect

1

FleetFoot

Foot movement doubled

2

ClubFoot

Club footed, foot movement halved

3

Fire Breathing

Has 1D12 Fire Breath Attack, plus normal actions

4

Flammable

Roll twice, suffers greater damage when attacked by fire

5

Tough Hide

-3, cumulative with armor, to opponent lethality dice rolls

6

Thin Skin

+3 to opponent lethality die rolls

7

Prehensile Tail

Effectively a third arm, and third action

8

One Armed

Has only one arm

9

Gigantic

SIZ +3D6

10

Tiny

Siz -2D6, minimum of one

11

Spellproof

Always resists spells with roll equal to POW

12

Easily Bespelled

Never resists spells

13

Spell Reflector

If resists, reflects spells back at caster

14

Gaseous Form

Can turn into gaseous form, as if vampire. Cannot attack, parry, or be attacked on the physical plane while in gaseous form.

15

Lucky

Crits on any of the top three possible skill rolls, instead of top roll only

16

Unlucky

-3 to skill vs skill and spell vs spell rolls, never lowering rolls from failure to success; 18,19, and 20 create a chance to fumble.

17

Warded vs Weapons

Enemy must crit to damage protected creature

18

Aviator

Arms can metamorph into wings; allowing creature to fly at normal movement speed

19

Beguiling

Sight of creature causes others to remain immobile, if they do not defeat creature's POW in POW vs POW opposed D20 rolls.